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| Warfare Incorporated Forum Index » Mission Authoring » |
| Return of Fox |
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Verdagon Veteran Member Joined: 05 Oct 2003 Posts: 1047 Location: San Luis Obispo, CA |
Dec 13 2008: Taken down because of difficulty and instability. I'll move this to the mission authoring forum to take it off the list, but to still keep it around for historic reasons.
Version 27 - Final (Fix 7) It's done! Description: Fox has returned. Can ACME hunt down and kill him before it's too late? Play this campaign and find out... Six missions! Author Evan Ovadia ( Verdagon @ aol . com ) Forum Name: Verdagon Special thanks to the Warfare Mission Team History: First Mission uploaded on February 7th Second Mission added on February 28th Third Mission added on March 15th Fourth Mission added on March 15th Fifth mission added on March 21st Final (Sixth) mission added on March 23rd 1st, 2nd, and 4th mission revamped April 22nd 4th and 5th mission revamped May 21st Please enjoy this mission pack! And always, suggestions will be appreciated. Have fun! Thanks! - Evan Last edited by Verdagon on Sat Dec 13, 2008 12:49 am; edited 57 times in total |
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mikio WI Forum Novice Joined: 21 Jan 2004 Posts: 8 |
I downloaded it a while back, so maybe it has improved since then, but I kept playing this level, and after about 45 mins of game play, Jana still hadn't come back to the rescue!
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Verdagon Veteran Member Joined: 05 Oct 2003 Posts: 1047 Location: San Luis Obispo, CA |
Download the new version. It's true, an unfinished version was on my wilevels site, but i updated it about three weeks ago. If you downloaded it before then, it was unfinished.
Sorry for the inconvinience, try downloading it again! Hope you like it. |
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PhillipEarl Mega-Poster Joined: 12 Jan 2004 Posts: 329 Location: Charlotte, NC |
I think I've played this mission since version 2 or something, and every time it gets better. I like the idea of Fox replicating himself: very original! The odds were downright overwhelming before, but that's obviously changed.
That being said, I still can't finish the level! I know, I know. That probably speaks volumes about my skills as a player (or lack therof)! Overall it's a very enjoyable experience, and I'll definitely keep playing! |
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crakerz Mega-Poster Joined: 17 Sep 2003 Posts: 353 Location: California Bay Area |
The terrain and scenery in this level are very well laid out, and look very nice.
On any new level, I like to explore first, to see what's out there. This meant that I found the soft underbelly of your base the very first time (lucky break!) and destroyed the Surveillance Center. I went on to win the level with just Andy. I never built a thing. Couple of suggestions, if I may be so bold: 1. Turning on repair for side 2 might stop Andy from running a rampage. 2. Add an action to a unit group to attack secondary targets after so many seconds. The first attack wave destroyed the Dominion and just sat there until Andy came back to kill them. Same with all of the other unit groups. Until Andy attacked them, (or the rescue teams arrived) they just sat there. That allowed Andy to draw off just a few units at a time and destroy them. 3. Another alternative to the last: add Andy to the kill list for any attacks. I've noticed that the default buttons never pick certain units (like Andy), and you have to click them yourself when creating the action. Overall, quite a challenge! |
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Verdagon Veteran Member Joined: 05 Oct 2003 Posts: 1047 Location: San Luis Obispo, CA |
[quote="crakerz"]The terrain and scenery in this level are very well laid out, and look very nice.
On any new level, I like to explore first, to see what's out there. This meant that I found the soft underbelly of your base the very first time (lucky break!) and destroyed the Surveillance Center. I went on to win the level with just Andy. I never built a thing. Couple of suggestions, if I may be so bold: 1. Turning on repair for side 2 might stop Andy from running a rampage. 2. Add an action to a unit group to attack secondary targets after so many seconds. The first attack wave destroyed the Dominion and just sat there until Andy came back to kill them. Same with all of the other unit groups. Until Andy attacked them, (or the rescue teams arrived) they just sat there. That allowed Andy to draw off just a few units at a time and destroy them. 3. Another alternative to the last: add Andy to the kill list for any attacks. I've noticed that the default buttons never pick certain units (like Andy), and you have to click them yourself when creating the action. Overall, quite a challenge![/quote] I thank thee for thy comments. I will make a repair thing, and I don't know how to do that attack thing. Can you teach me? |
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crakerz Mega-Poster Joined: 17 Sep 2003 Posts: 353 Location: California Bay Area |
Verdagon wrote: I thank thee for thy comments. I will make a repair thing, and I don't know how to do that attack thing. Can you teach me? Sure, I can try, though I'm not sure you need it Unit Groups can have actions: Attack, Guard, Guard Vicinity, Mine (for Bullpups), Move, Set Switch, or Wait. If you want to target a specific structure or mobile unit for so many seconds (how many is something found by T&E) and then another structure or mobile unit, then you would have several of these actions: Move to area "Blue Base" Attack nearest Headquarters owned by Side1 for 60 seconds Attack nearest PowerGenerator owned by Side1 for 60 seconds Attack nearest Bullpup owned by Side1 for 60 seconds If the attacking force lived long enough, then after two minutes, it would be attacking Bullpups. You could do it this way too: Attack nearest Headquarters,PowerGenerator,Bullpup owned by Side1 for 60 seconds (or more) Repeat Forever (the checkbox) In this case, the force will attack the nearest unit in the list, and then go on to the next if no more exists. Still another method (and by no means the last): Attack nearest GatlingTower owned by Side1 for 60 seconds Attack nearest PowerGenerator owned by Side1 for 60 seconds Repeat forever In this senario, the units would attack and destroy towers, then generators. If Side1 builds more, they will be immediately attacked, but nothing else would be. You can also use the Repeat forever checkbox the create things like patrols: Move to area "Checkpoint 1" Guard for 30 seconds (or Wait for 30 seconds) Move to area "Checkpoint 2" Guard for 30 seconds Move to area "Checkpoint 3" Guard for 30 seconds Repeat forever This method is used in the very first demo level, actually. I've seen it used by SoLan and chiron to some extent in theirs. You can do much same thing with the triggers, of course, and then some. Such as one that says if Side1 has no structures, seek out and destroy Andy. Hope this all helps somebody! |
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Verdagon Veteran Member Joined: 05 Oct 2003 Posts: 1047 Location: San Luis Obispo, CA |
Thank you for your lesson, crakerz. it will definitely help me when i resume my WI levels... At the moment I am not working on them because I am caught up in my c++ experiments, but when I am done with them i will definitely use your techniques.
Thanks! |
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crakerz Mega-Poster Joined: 17 Sep 2003 Posts: 353 Location: California Bay Area |
Good luck on your experiments! Which C++ software are you using? (I taught college C/C++ for a while, back a few years, wrote a few apps).
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Verdagon Veteran Member Joined: 05 Oct 2003 Posts: 1047 Location: San Luis Obispo, CA |
Right now I'm using my relative's copy of Visual C++. I'm having a lot of trouble finding out how to typecast... lol.
I just started about three months ago. I'm trying to make file inputs. Not working. Argh. Anyway, a new version of the game is up, and im taking my site down. It was only temporary anyway. Soon to be another level in the pack! Gonna be great! Also, I'm renaming the mission. "Andy's Crash" doesnt sound too professional. |
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Verdagon Veteran Member Joined: 05 Oct 2003 Posts: 1047 Location: San Luis Obispo, CA |
Good news people! The new version is up, containing a new level after the first. It is extremely hard unless you have mad skills, so here's a few tips (for the second level!):
Make rocket towers ON TOP OF the bridge of the second river. Have Andy stationed nearby. It's OK if you lose the second river, as long as you dont lose the first river... Anyway, please tell me if any of you have any problems. Any feedback will be greatly appreciated... I'm very nervous about these levels going public. All the more people to criticize my maps. So I need em as perfect as can be, so any suggestions would be VERY appreciated. VERY. Thanks everyone! Download the new version! - Evan |
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Verdagon Veteran Member Joined: 05 Oct 2003 Posts: 1047 Location: San Luis Obispo, CA |
Wow... One day it's at 59 downloads, the next its at 200!!! Advertising my level at zodiac gamer really helped!!!!!
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joshlerman Established Forum User Joined: 20 Jan 2004 Posts: 57 |
For some reason I cannot get this to load on my M515 -- I have tried everything (including the removal of other mission packs just in case there is a limit), and it still does not work.
Maybe I am just burnt out from testing the other missions (laugh)....could someone perhaps shed some light on this? Thanks. Josh |
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scottlu WI Founder Joined: 15 Aug 2003 Posts: 1773 |
I will try to load it on an m515 here and see what happens. If it doesn't load I'll figure out why.
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Donw35 Semi-frequent Poster Joined: 10 Jan 2004 Posts: 29 |
I played the new version and the second level did not come up after I completed the first.... ???
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scottlu WI Founder Joined: 15 Aug 2003 Posts: 1773 |
Verdagon, you are using the old version of the editor. You need to re-export your mission using the latest version of the editor. This is why anyone with Warfare Incorporated v1.1 (in beta) can't see or play your mission. Once v1.1 goes live (this Friday) it will be put on all the download sites. User authored missions are officially only supported on v1.1 and above. Thanks.
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Verdagon Veteran Member Joined: 05 Oct 2003 Posts: 1047 Location: San Luis Obispo, CA |
Dangit! And all this time I thought I was using the current release!
...Oh... I think I know whats wrong... I DO have the newest release except the shortcut on my desktop is pointing to the old one! Sorry to all of you, for thinking that you had the wrong version of warfare. The fault is mine. I'll get on it right away... |
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Verdagon Veteran Member Joined: 05 Oct 2003 Posts: 1047 Location: San Luis Obispo, CA |
Okay the new version is up! Yay!
Sorry again to all the people i told to download the new version. My fault. And by the way, VMP-v03.pdb stands for: Verdagon's Mission Pack - version 03 |
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Donw35 Semi-frequent Poster Joined: 10 Jan 2004 Posts: 29 |
I downloaded your version 3 and now I get VMP-v03.pdb is an incompatible version!.
I am running 1.1 beta |
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Verdagon Veteran Member Joined: 05 Oct 2003 Posts: 1047 Location: San Luis Obispo, CA |
I dont know... it works fine for me, and im using the latest version. Are you absolutely sure that you have 1.1? And that it's in the right folder (if there is a right folder)?
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bilfer Semi-frequent Poster Joined: 12 Jan 2004 Posts: 29 |
I am having the same problem...
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scottlu WI Founder Joined: 15 Aug 2003 Posts: 1773 |
I think I know what is causing this. Verdagon I'll get you a new version of M that has the fix I have in mind.
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Verdagon Veteran Member Joined: 05 Oct 2003 Posts: 1047 Location: San Luis Obispo, CA |
Ok good. So its no-one's fault
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Donw35 Semi-frequent Poster Joined: 10 Jan 2004 Posts: 29 |
any progress..??
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scottlu WI Founder Joined: 15 Aug 2003 Posts: 1773 |
Verdagon, please re-export your mission using the released version of the mission editor which I posted this morning. This problem will be fixed in the new .pdb that gets created.
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Verdagon Veteran Member Joined: 05 Oct 2003 Posts: 1047 Location: San Luis Obispo, CA |
Okay it is re-exported and posted. It took a while to find the latest release of the game and the editor but i got it.
and Donw35, I am having progress. I'm working on the third mission. It's a small mission where you are given a handful of units and you have to destroy a small Free Radical base. It's not really an exciting mission, it's just something to go along with the storyline =) I think this campaign will have 8-12 missions in it when it's done. If anyone wants to know the entire storyline of it, please PM or email me! -- |
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Verdagon Veteran Member Joined: 05 Oct 2003 Posts: 1047 Location: San Luis Obispo, CA |
The third mission has been attached. I have not uploaded it to the first post yet, though. I haven't been able to beat the first mission, believe it or not. I know it's possible, but I can't seem to watch over Andy.
The third level is attached to this post. I need someone to play through missions 1, 2, and 3. Please tell me what happens, because I cannot get through the first level! Thanks! Edit: Dangit! All attachments are on the missions page. I'm taking off the attachment. Please visit the Authoring forum to get the new mission. Thanks! |
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Verdagon Veteran Member Joined: 05 Oct 2003 Posts: 1047 Location: San Luis Obispo, CA |
Okay someone beat the levels for me (and gave me many good hints, which I was later able to use to beat it myself) and I am thinking about re-uploading it.
However, I'm not going to re-upload it until I know whether or not the downloads number will change. I have 1500 downloads, which makes me really proud of myself http://www.members.aol.com/verdagon/VMP-v08.pdb |
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Verdagon Veteran Member Joined: 05 Oct 2003 Posts: 1047 Location: San Luis Obispo, CA |
Okay it didn't delete my downloads
The new version is uploaded. Have fun! |
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goblin_merchant Established Forum User Joined: 14 Mar 2004 Posts: 79 Location: Somewhere, out there... |
I've played only a little, but it seems cool! Keep up the good work!
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Verdagon Veteran Member Joined: 05 Oct 2003 Posts: 1047 Location: San Luis Obispo, CA |
Thanks goblin! A little praise goes a long way
If only the people on starcraft were like that... battle.net was a free-for-all... Thankfully, we're all brothers here |
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NukkleHead WI Forum Novice Joined: 16 Mar 2004 Posts: 2 |
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bilfer Semi-frequent Poster Joined: 12 Jan 2004 Posts: 29 |
NukkleHead wrote: :?: Can't get V11 to load on my Sony Clie NX60. I'm using Warfare Version 1.1 and all the other shared Missions load properly, but this one won't. any ideas? Same problem with my TG50... |
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Verdagon Veteran Member Joined: 05 Oct 2003 Posts: 1047 Location: San Luis Obispo, CA |
Try redownloading it. I'm having the same problem but I re-exported, now it works.
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Tooks WI Forum Novice Joined: 20 Mar 2004 Posts: 6 |
The first mission is too easy! i survived without building a single building, and by just hiding in the top right section of the map. If you try to build, it is fun and challenging, but try sending waves to attack Andy wherever he is.
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Verdagon Veteran Member Joined: 05 Oct 2003 Posts: 1047 Location: San Luis Obispo, CA |
Tooks wrote: The first mission is too easy! i survived without building a single building, and by just hiding in the top right section of the map. If you try to build, it is fun and challenging, but try sending waves to attack Andy wherever he is. Wha...! Oh my god I never thought of that. Thank you! I will fix that right away... |
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Pounce WI Forum Novice Joined: 29 Jan 2004 Posts: 7 |
I like it very much as faar i was able to play the first mission, but theres something strange, the bullypubs stop to unload into the factory after about 10 minutes into the game so i am simply running out of funds...
Is that an bug or is there an limit how much galaxite one can harvest?? . Sucks to have three bullys fully loaded with galaxite and funds are ZERO.. |
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Verdagon Veteran Member Joined: 05 Oct 2003 Posts: 1047 Location: San Luis Obispo, CA |
I... don't know this problem. It's never happened to me.
Is there any way that I can fix this problem? |
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Verdagon Veteran Member Joined: 05 Oct 2003 Posts: 1047 Location: San Luis Obispo, CA |
Hey I made a new image for the top of this thread. Like it?
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Verdagon Veteran Member Joined: 05 Oct 2003 Posts: 1047 Location: San Luis Obispo, CA |
Okay version 13 is up. Lucky number.
Fifth mission is added! Take a look 🖼 image no longer available Tooks, I fixed mission one, now they chase Andy. Thanks for the tip Have fun everyone. Hopefully the sixth mission will be soon... |
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Verdagon Veteran Member Joined: 05 Oct 2003 Posts: 1047 Location: San Luis Obispo, CA |
It's finally done! Finished! Complete! Yay!
Everyone give a cheer! |
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Verdagon Veteran Member Joined: 05 Oct 2003 Posts: 1047 Location: San Luis Obispo, CA |
crakerz wrote: Verdagon wrote: I thank thee for thy comments. I will make a repair thing, and I don't know how to do that attack thing. Can you teach me? Sure, I can try, though I'm not sure you need it Unit Groups can have actions: Attack, Guard, Guard Vicinity, Mine (for Bullpups), Move, Set Switch, or Wait. If you want to target a specific structure or mobile unit for so many seconds (how many is something found by T&E) and then another structure or mobile unit, then you would have several of these actions: Move to area "Blue Base" Attack nearest Headquarters owned by Side1 for 60 seconds Attack nearest PowerGenerator owned by Side1 for 60 seconds Attack nearest Bullpup owned by Side1 for 60 seconds If the attacking force lived long enough, then after two minutes, it would be attacking Bullpups. You could do it this way too: Attack nearest Headquarters,PowerGenerator,Bullpup owned by Side1 for 60 seconds (or more) Repeat Forever (the checkbox) In this case, the force will attack the nearest unit in the list, and then go on to the next if no more exists. Still another method (and by no means the last): Attack nearest GatlingTower owned by Side1 for 60 seconds Attack nearest PowerGenerator owned by Side1 for 60 seconds Repeat forever In this senario, the units would attack and destroy towers, then generators. If Side1 builds more, they will be immediately attacked, but nothing else would be. You can also use the Repeat forever checkbox the create things like patrols: Move to area "Checkpoint 1" Guard for 30 seconds (or Wait for 30 seconds) Move to area "Checkpoint 2" Guard for 30 seconds Move to area "Checkpoint 3" Guard for 30 seconds Repeat forever This method is used in the very first demo level, actually. I've seen it used by SoLan and chiron to some extent in theirs. You can do much same thing with the triggers, of course, and then some. Such as one that says if Side1 has no structures, seek out and destroy Andy. Hope this all helps somebody! This quote is from a while ago, but I just noticed something. Crakerz, on the 'move' command, do they attack as they go? And everyone else, it's been half a week since the final version was released. I want this to be a great campaign, so please suggest things. Anything! |
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joshlerman Established Forum User Joined: 20 Jan 2004 Posts: 57 |
Wow -- the 5th mission is insane, I cannot beat it no matter how hard I try, and this is on "easy!" And I don't know if completing this level is a prerequesite for making the 6th mission "work," but when I try to load it, it essentially says that I have lost, before I have even had a chance to start it.....is this a trick?
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Verdagon Veteran Member Joined: 05 Oct 2003 Posts: 1047 Location: San Luis Obispo, CA |
Gosh darnit! I wish this editor was different
The andy at the start of the level was accidentally set to side 2 ownership. Meant to be one. Sorry! The fix has been posted. The reason I didn't catch this before is that I lost my zodiac (its somewhere in my room) and I never got a chance to test level 5 or 6. I figured I would just wait for someone to test it for me And you did So.... here ya go. Good luck. |
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BSlickOH Developing Poster Joined: 01 Apr 2004 Posts: 21 |
Although I am able to get farther than before in the 5th mission after the latest update, I am still of the conclusion that it is unwinnable. Pre-update, I couldn't even get far enough up the map to see anything other than towers. Post update, I can at least see buildings, and have even destroyed some. I have also destroyed every tower I've seen, but there is still a fair amount of the upper left corner that I can't get to. There is obviously some kind of spawn trigger that is causing far too many enemy units to appear. This mission appears to be cyclical, but even though I'm patiently following the cycle, I can get no farther.
Enemy Units Destroyed: 2735 Enemy Buildings Destroyed: 48 Friendly Units Lost: 2745 (this was lower, but I've been hurling everything I can in an attempt to still survive after the spawning) Credits Acquired/Spent: 408360/386516 Elapsed Time: 04:24:08 And this is on the easy setting! I don't mind spawning in a part of the map that I haven't yet uncovered, but once I'm there it should stop. I don't like these missions where enemies just appear out of thin air (general comment, not directed at any specific mission author). For the 6th mission, I can at least play it now after the update, but as far as I can tell it is also unwinnable, although I haven't given it as much time as I have the 5th one. What good is a Dominion if you don't have any credits to build anything? I've run around long enough hoping that credits would just appear, like in the 5th one, but they don't. And you don't start out with any Raiders, so you can't steal any money. I like this campaign overall, but I would like to be able to finish it! |
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Verdagon Veteran Member Joined: 05 Oct 2003 Posts: 1047 Location: San Luis Obispo, CA |
BSlickOH wrote: Although I am able to get farther than before in the 5th mission after the latest update, I am still of the conclusion that it is unwinnable. Pre-update, I couldn't even get far enough up the map to see anything other than towers. Post update, I can at least see buildings, and have even destroyed some. I have also destroyed every tower I've seen, but there is still a fair amount of the upper left corner that I can't get to. There is obviously some kind of spawn trigger that is causing far too many enemy units to appear. This mission appears to be cyclical, but even though I'm patiently following the cycle, I can get no farther. Enemy Units Destroyed: 2735 Enemy Buildings Destroyed: 48 Friendly Units Lost: 2745 (this was lower, but I've been hurling everything I can in an attempt to still survive after the spawning) Credits Acquired/Spent: 408360/386516 Elapsed Time: 04:24:08 And this is on the easy setting! I don't mind spawning in a part of the map that I haven't yet uncovered, but once I'm there it should stop. I don't like these missions where enemies just appear out of thin air (general comment, not directed at any specific mission author). For the 6th mission, I can at least play it now after the update, but as far as I can tell it is also unwinnable, although I haven't given it as much time as I have the 5th one. What good is a Dominion if you don't have any credits to build anything? I've run around long enough hoping that credits would just appear, like in the 5th one, but they don't. And you don't start out with any Raiders, so you can't steal any money. I like this campaign overall, but I would like to be able to finish it! Thanks As I said I can't test it, I still cant find my zod... i recently got a new ipaq but i cant play my missions (cant register! they wont send me a ppc file) I'll fix these... |
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Verdagon Veteran Member Joined: 05 Oct 2003 Posts: 1047 Location: San Luis Obispo, CA |
Okay the bugs you told me were fixed.
In mission 5 there was an area called "area 3 surprise" to add a little bit of difficulty. You informed me that it added too much difficulty, so it's gone In mission 6 you were right there wasn't any credits. Sorry bout that! Thanks for testing my mission. By the way, how was level 4? Hows the story, gameplay, is it challenging? That one took the longest to make. |
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BSlickOH Developing Poster Joined: 01 Apr 2004 Posts: 21 |
Oh, mission 4. Forgot that I hadn't won that one yet.
The premise is fine, although when the level begins initially, I thought you were joking regarding how much I would have to do with so little forces available. Seems like I lost nearly everything against the first set of towers and vehicles that I had nothing left with which to go after the pads. Tried again, more carefully this time, succeeding in taking a pad, and then the reinforcements started arriving. Once that happened, I figured the level was winnable. But the reason I haven't won yet is that the level pretty much ends at the 20-minute mark. I can takeover all 6 pads within 20 minutes without too much difficulty. Once it hits 20 minutes, it runs through a whole series of dialogs that basically ends up with "oh my god, they're everywhere" or something like that, and instantly ends the level. The first time this happened, I thought an enemy had taken over a pad when I wasn't paying attention. I've played it two or three more times since then, and each time it quits at 20 minutes. So, since I haven't gotten to the point of trying to destroy the base yet, I can't quite comment on whether or not I have sufficient firepower remaining to do so. I don't know if there will be anymore reinforcements coming, but I'm guessing it will be cutting it close. As far as your "area 3 surprise" goes, it's ok for it to be there...once. Once I've discovered the surprise, it becomes simply unfair after that point. Heh. Yeah, I'm a whiner. I can see having cloaked or hidden forces, that's fine. But once they are uncovered and destroyed, they shouldn't be there anymore. Oh, one other comment I had for misison 5 is that it seems to almost play itself. I guess that isn't a bad thing inherently, but it does remove a lot of involvement from the player. One of the consequences of this though is that the computer-generated reinforcements don't take orders very well. Sometimes I'll try to hold them back, or deliberately route them around a group of enemies, but sometimes no matter what I do, they plunge headfirst into battle. In some cases, their goal is so far away that they don't realize they are being shot at right now. (Actually, this is a complaint I have about WI in general...enemy forces on patrol are smart enough to start shooting when they encounter foes....friendly forces are not as smart. A sizeable force can be slaughtered by a very tiny one just by virtue of walking past and never firing a shot. This isn't a huge deal with the sound on, since the sounds of battle can alert you that something is going on, but I typically play with the sound muted.) You actually provide a good quantity of computer-generated reinforcements, but since they don't take orders very well, you can't consistently reroute them and try to build up their numbers over time. I'll think of some more comments, I'm sure. I've spent some quality time with mission 5. |
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Verdagon Veteran Member Joined: 05 Oct 2003 Posts: 1047 Location: San Luis Obispo, CA |
Yes I have noticed that about mission 5... Ever played my map Tides of War? It's exactly like that. I don't know why they don't take orders, I wish they would.
Any suggestions you might have on how to make the player more involved would be helpful The error in level 4 is probably just a misplaced win action. I'll get to it on sunday (I'm not at home right now, ill get back then) Thank you for your help! Quote: ...that point. Heh. Yeah, I'm a whiner. I can see... That's okay. Whiners are helpful. They tell whats good and what needs improvement. Keep whining! |
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BSlickOH Developing Poster Joined: 01 Apr 2004 Posts: 21 |
Ok, if there is a trick to winning mission 5, I can't figure it out. I am able to wipe out all of the towers (that I can see and get to), a few power generators, and one vehicle factory. I can see one HQ, and a half dozen more power generators. But every time I get close to them, probably 100 or so enemies appear and just overwhelm my forces. I have tried throwing small fast armies at them, I have tried throwing large slow armies at them. It's like forcing a pencil into an electric sharpener too hard/fast.
There really is very little I can do while this mass of enemies trickles down the map. I've only found one nook along the canyon where I can tuck 5 or 6 vehicles and they don't get molested by the passing hoardes. So I slide some Broadswords up there, wait for the tail end of the army to pass by, and then send them rushing upwards to the nearest structure. This is easily a 10-minute-plus rotation, and frankly it starts to get old. But it does work, at least until you get up near the top of the map. There seems to be another spawn trigger up near the enemy HQ, and that's fine, but the number of enemies spawned needs to be a LOT smaller. There also needs to be a point after which they don't spawn anymore. The "area 3 surprise" that I notice is gone, really wasn't a big deal...maybe 10 vehicles or so. I can deal with them, even if it means parking a huge army halfway up the canyon just to have forces remaining. But I am simply unable to defeat the massive enemy army in a strategic location. Even if I build every unit I possibly can, right up to the limit, get this army set up in the canyon, and then begin advancing on the enemy base, the enemy army is still able to wipe out every last vehicle I brought, and still have a sizeable force remaining. I've even tried sending 20 or so Eagles straight up the canyon on a kamikaze run, but they get ripped apart by newly-spawned enemies without so much as scratching any of the buildings. Too many enemies! I have even tried setting up a 2nd HQ in the nook, so that my forces wouldn't have as far to travel. Makes no difference, and that HQ typically gets wiped out pretty quickly. The spawned friendlies can keep this massive army at bay, typically without any intervention from me. So as far as I can tell, the only trick is to make sure to get vehicles up into that nook while the computer-driven folks battle it out. But once that trick quits working, there is nothing left for the user to do except ride it out and wait for the next cycle. I am at an impasse. Possible bug: forces I create don't always show up on the mini-map right away. Once I get them moving, they appear, but not initially. Comment: You actually start out with too much money. I set up the Dominion in the little cul-de-sac in the lower left corner. There is - just barely - enough room for the Dominion, one power generator, and one Galaxite processor. But as soon as the Bulpup comes back full, he can't unload because there isn't enough storage. No problem, I gots plenty o' cash, but sadly no real estate. You need the Bulpup to clear out the Galaxite to make room for more structures, but he can't work because you don't have enough storage, but you can't build more storage because there isn't room, and there won't be more room until the Bulpup does his thing, and .... and ..... and.... It works eventually, but it takes a LONG time to set up. So, I either need less money initially (not a problem, considering the rate it accumulates), or I need less Galaxite so I have room to build. Incidentally, while I am worrying over getting all of this set up, the computer-generated friendlies are able to pave their way halfway up the map, including destroying numerous towers, without any intervention from me. I literally touch only Andy and the Dominion/HQ/Bulpup for the first 10 or 15 minutes. I'm trying to answer your question regarding how to increase user involvement, and it's tricky. The first thought I have is to have the spawned friendlies remain in place at the edge of the map, instead of rushing off to fight, possibly with some alert like "reinforcements have arrived!" or something. And rather than 3 or 4 units every 30 seconds, make it 20 units every 2 minutes or something. But, if they are going to be stationary, then you definitely need to cut the number of enemies easily in half. It will be far too much to manage otherwise. I'm getting a little burned out on this mission, so I'm going to play with #6 for a while. I'll wait for you to fix #4 before trying that one again. By the way, I think it is a lose action being triggered, not a win action. Or at least the dialogs don't seem very happy, anyway. Actually, I may just start the whole campaign over again and pay more attention to details. |
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BSlickOH Developing Poster Joined: 01 Apr 2004 Posts: 21 |
Ok, after slugging away at mission 5 for quite some time, mission 6 was actually pretty easy.
Same comment regarding money as I made previously...you're starting off with too much. $5000 is probably the max you want to start out with on a map with this much Galaxite/this little real estate available. There aren't too many mobile enemy forces running around, so they are pretty easily dispatched. Andy alone could probably take care of them. When I first encountered towers, I noticed that they have low power. I almost went to destroy them, but I have played on levels before where destroying towers (or any structure) lowers the power requirements, thereby giving the other towers the power to work. So, I just left them alone, and walked my forces right past them. I then made a point of destroying only power generators to make sure that the towers didn't work ever. If this is deliberate, it's easy to beat. If this is a bug, might want to correct that. When I discovered Fox, I didn't even know that's who it was. I just happened to have a few vehicles with me, so I sent them in front of Andy so Fox would shoot at them instead, and let Andy blow him away. Suddenly the level was over, and I hadn't even uncovered half the map yet. Maybe in addition to killing Fox, make the objectives change after that point to include destroying the entire base. So, you probably have a fair amount of room to increase the difficulty on mission 6. Seeing as it is the "final battle," I would expect it to be more challenging than the others. I would guess that simply giving the enemy forces enough power from the get-go would increase the difficulty quite a bit. Although come to think of it, I did play this on "Easy." Maybe I should try again with a harder setting. |
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BSlickOH Developing Poster Joined: 01 Apr 2004 Posts: 21 |
Ok, I have started the campaign over. I just completed mission 1 on the easy setting. The only issue I found is one that was already mentioned...
Pounce wrote: I like it very much as faar i was able to play the first mission, but theres something strange, the bullypubs stop to unload into the factory after about 10 minutes into the game so i am simply running out of funds... Is that an bug or is there an limit how much galaxite one can harvest?? . Sucks to have three bullys fully loaded with galaxite and funds are ZERO.. I did find a workaround. Say that the processor occupies a 3x3 grid of space. So, it would look like this: 1 2 3 4 5 6 7 8 9 ...with the "building" part sitting in 1 through 6, and there is empty space in 7 through 9. A bulpup normally enters the building from space #8. The problem occuring is that the bulpup will go to space #9 and just sit there. Even if you direct the bulpup away from the processor, then click on the processor again, the bulpup will return to #9 and continue sitting there. The workaround I have found, once the bulpup is sitting in #9, is to click on #8. Once the bulpup has moved to #8, but before he comes to a stop, I click on the processor again. 8 times out of 10, he'll enter the processor and all is good. The other two, he'll return to #9, and you have to try again. After I do this a couple of times, things seem to run smoothly for several more minutes. Just seems like the process needs a little kick-start every now and then. Overall, I like mission 1. Good story line, nice map, reasonably challenging. My one little complaint is the spawning of the enemies. I've paved through all of the vehicles, destroyed all of his buildings, and he'd run out of money before then anyway. I'm pretty much in "mop-up" mode, destroying the rest of his towers. He has no resources at all, when poof, here's a sizeable army in the middle of the map. If there are going to be new enemies throughout the mission, aside from what the factories can produce, they should enter from the sides of the map, I think. It's a more realistic "reinforcement" scenario. Maybe do like you did in the river defense one, with messages warning that reinforcements are on the way. You could do something like trigger a message, once all mobile forces have been defeated, that says something like "good job, now get that base destroyed and get out of there. OMNI reinforcements will arrive in 5 minutes" or something like that. That way if I don't have the base destroyed in the allotted time, it's my own fault, and I know what is coming. Actually, since some of the forces sit and guard buildings, maybe trigger the message when only 5% of the enemy force is remaining. Nice job overall. I think I'm spending more time with this campaign than I did with the mission that shipped with the game. Heh. |
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hpmoon WI Forum Novice Joined: 12 Apr 2004 Posts: 6 Location: Washington, D.C. |
It seems that you can play Level Two for hours on end without any progress. I've set up lots of rocket towers at the first river and have held off the last, biggest raid for an hour or more.
In short, does anybody know what the goal of this level is? Normally you try to destroy an opponent's base or, at minimum, to deplete their forces, but this is never-ending. |
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joshlerman Established Forum User Joined: 20 Jan 2004 Posts: 57 |
I am in agreement with all that has been said about level 5 -- it really does seem unwinnable, not matter what strategy I have tried. Not that a difficult challenge can't be fun, but it seems to me as if lightening the load would make it a more enjoyable, and winnable, level.
On a side note, I find that whenever I exit the game after playing this level, I get a fatal exception. Don't know what this is related to, but wanted you to know. |
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Verdagon Veteran Member Joined: 05 Oct 2003 Posts: 1047 Location: San Luis Obispo, CA |
Okay here's the deal. I'm having a lot of trouble with my schoolwork and making my site, and I really don't want to spend any more effort on fixing this level.
around level 4 or so, I was so tired of making Warfare maps that I had to force myself through it just to be finished. This happened in starcraft a few times too... I eventually got back to making maps. Maybe I just need a break. I'm sick of this campaign - Evan |
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Verdagon Veteran Member Joined: 05 Oct 2003 Posts: 1047 Location: San Luis Obispo, CA |
hpmoon wrote: It seems that you can play Level Two for hours on end without any progress. I've set up lots of rocket towers at the first river and have held off the last, biggest raid for an hour or more. In short, does anybody know what the goal of this level is? Normally you try to destroy an opponent's base or, at minimum, to deplete their forces, but this is never-ending. Try playing the latest version. I beat it quite a few times. |
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kayaker WI Forum Novice Joined: 20 Apr 2004 Posts: 5 |
Is there an end to the generation of the Free Rads? Is there a "switch" I've missed, or are there a set number of waves?
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Verdagon Veteran Member Joined: 05 Oct 2003 Posts: 1047 Location: San Luis Obispo, CA |
kayaker wrote: Is there an end to the generation of the Free Rads? Is there a "switch" I've missed, or are there a set number of waves? I'm not really sure what you mean. If you're asking about the attacks on level 2, here's how it works: There are groups that continue spawning forever, they spawn maybe ten to twenty men, in large intervals. Then there are the infantries, they come endlessly. Then there are the two big waves. The first one is just past the river, very big attack, and the second one comes from all sides. If you use Andy and hydras right, it's no problem. Tip: Set up rocket towers IN the river chokepoint, not behind, and have Andy nearby to shoot down cyclopses. As painful as it is, I will look into this. |
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Verdagon Veteran Member Joined: 05 Oct 2003 Posts: 1047 Location: San Luis Obispo, CA |
BSlickOH wrote: Ok, after slugging away at mission 5 for quite some time, mission 6 was actually pretty easy. Same comment regarding money as I made previously...you're starting off with too much. $5000 is probably the max you want to start out with on a map with this much Galaxite/this little real estate available. There aren't too many mobile enemy forces running around, so they are pretty easily dispatched. Andy alone could probably take care of them. When I first encountered towers, I noticed that they have low power. I almost went to destroy them, but I have played on levels before where destroying towers (or any structure) lowers the power requirements, thereby giving the other towers the power to work. So, I just left them alone, and walked my forces right past them. I then made a point of destroying only power generators to make sure that the towers didn't work ever. If this is deliberate, it's easy to beat. If this is a bug, might want to correct that. When I discovered Fox, I didn't even know that's who it was. I just happened to have a few vehicles with me, so I sent them in front of Andy so Fox would shoot at them instead, and let Andy blow him away. Suddenly the level was over, and I hadn't even uncovered half the map yet. Maybe in addition to killing Fox, make the objectives change after that point to include destroying the entire base. So, you probably have a fair amount of room to increase the difficulty on mission 6. Seeing as it is the "final battle," I would expect it to be more challenging than the others. I would guess that simply giving the enemy forces enough power from the get-go would increase the difficulty quite a bit. Although come to think of it, I did play this on "Easy." Maybe I should try again with a harder setting. Level 6... If I remember correctly, that was a very complicated level. A lot of things don't work, I'd reckon. The main thing you were supposed to do was go to the two sides, take out the surveillence things, then rush them. Sometimes, little surprises would pop up, but only once... I called them traps. Okay here's the deal. I'll email the level to you and you can fix it, email it back to me, I'll take a look, and I'll post the new version. You will get credit (maybe a "fixed by BSlickOH" or a "4% by BSlickOH" something like that.). What's your email? I've fixed level 5 but I can't play it, reason is above. I'll post it right now, please check it out. I modified level 2 (i think i found the "endless mission" bug in it... not sure) and I made the Level 5 reinfs stationary and chopped the enemies in half, like you said. Please, test out, and make a list for me of what needs to be done, and I will try to do it. I'm not sure when (I might be in a bad mood, like last time) but I'll definitely get to it sooner or later. |
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BSlickOH Developing Poster Joined: 01 Apr 2004 Posts: 21 |
Verdagon wrote: Level 6... If I remember correctly, that was a very complicated level. A lot of things don't work, I'd reckon. The main thing you were supposed to do was go to the two sides, take out the surveillence things, then rush them. Sometimes, little surprises would pop up, but only once... I called them traps. Okay here's the deal. I'll email the level to you and you can fix it, email it back to me, I'll take a look, and I'll post the new version. You will get credit (maybe a "fixed by BSlickOH" or a "4% by BSlickOH" something like that.). What's your email? I've fixed level 5 but I can't play it, reason is above. I'll post it right now, please check it out. I modified level 2 (i think i found the "endless mission" bug in it... not sure) and I made the Level 5 reinfs stationary and chopped the enemies in half, like you said. Please, test out, and make a list for me of what needs to be done, and I will try to do it. I'm not sure when (I might be in a bad mood, like last time) but I'll definitely get to it sooner or later. I appreciate the response. I would be happy to help out, but the only place I can run the map editor is at work, and I'm not going to do that. Sorry. I'm happy to test out these levels and offer my suggestions on how things could/should work, but I'm afraid that's about all I can offer. I'll download your newest update here shortly. And hey, I saw your earlier message, and know you have a lot on your plate. Take care of that other stuff first, and maybe later you'll be in a better frame of mind to come back and make us some more great levels. |
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hpmoon WI Forum Novice Joined: 12 Apr 2004 Posts: 6 Location: Washington, D.C. |
Verdagon wrote: kayaker wrote: Is there an end to the generation of the Free Rads? Is there a "switch" I've missed, or are there a set number of waves? I'm not really sure what you mean. If you're asking about the attacks on level 2, here's how it works: There are groups that continue spawning forever, they spawn maybe ten to twenty men, in large intervals. Then there are the infantries, they come endlessly. Then there are the two big waves. The first one is just past the river, very big attack, and the second one comes from all sides. If you use Andy and hydras right, it's no problem. Tip: Set up rocket towers IN the river chokepoint, not behind, and have Andy nearby to shoot down cyclopses. As painful as it is, I will look into this. OK, the question in its simplest form: What is the objective of Level Two!? In other words, when does it end? Thanks. |
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Verdagon Veteran Member Joined: 05 Oct 2003 Posts: 1047 Location: San Luis Obispo, CA |
Quote: OK, the question in its simplest form: What is the objective of Level Two!? In other words, when does it end? Thanks. Thanks for clarifying Survive until the Free Radicals have depleted their troops. The level ends shortly after you fight off the final big wave. |
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joshlerman Established Forum User Joined: 20 Jan 2004 Posts: 57 |
Out of curiosity, has anyone managed to complete levels 2 or 5? I have tried each mission dozens of times with different strategies, and have been unable to do so.
Just wondering.... |
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Verdagon Veteran Member Joined: 05 Oct 2003 Posts: 1047 Location: San Luis Obispo, CA |
I tried level 2 many times, too... It doesnt work. At all. It's very weird... I checked over the source a lot, it all makes sense but it just doesnt work.
As for level 5, i think imma take it out. It's a bad idea anyway, with the current lack of flexibility... |
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kayaker WI Forum Novice Joined: 20 Apr 2004 Posts: 5 |
I did actually finish level 2 once. I don't remember what it took but the suggestion of...
SPOILER $$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$ $$$$$$$$$fillingthegapcomplketelywithtowers$$$$$$$$$$$$$$$$$ $$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$ finally worked after starting from about a whole patge full of saves. I didn'nt really remember what I had all done, becuase of the many saves, so I went back and tried to win strait through without a save. I've failed now way too many times to count . The longest one was over 90 minutes. The interior waves had come and gone and I finnaly ran out of money to fix my towers. Either I'm missing a switch or there is a bug. |
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Verdagon Veteran Member Joined: 05 Oct 2003 Posts: 1047 Location: San Luis Obispo, CA |
It takes ppl that long? Wow...
Just takes me about 30 mins of smooth sailing... fill the gap, make a horde, station it around HQ. Bam. Done. I've decided I'll change the "general idea" of level 5, instead of removing it. |
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DONTSLEEP WI Forum Novice Joined: 04 Mar 2004 Posts: 9 Location: BALTIMORE MD |
Hey all completed all save for level 5 as for 2 what I did was at the beginning of game I canabalized my structures and towers away from the 1st river as to get $ to build forces after the 1st big wave I was able to acuatlly take over the lower left of map and surround the spot where enemy appears and in effect slaughter them in the crossfire. and in between waves build suitable forces to the ease and west for the final attack. as for 5 Iried everything got to the buildings but to much over powering force, tried saving a enemy ship from distruction hoping that would stop the waves but alas there is a spawn trigger there that is relentless. hope that helps
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hpmoon WI Forum Novice Joined: 12 Apr 2004 Posts: 6 Location: Washington, D.C. |
BSlickOH wrote: Oh, mission 4. Forgot that I hadn't won that one yet. The premise is fine, although when the level begins initially, I thought you were joking regarding how much I would have to do with so little forces available. Seems like I lost nearly everything against the first set of towers and vehicles that I had nothing left with which to go after the pads. Tried again, more carefully this time, succeeding in taking a pad, and then the reinforcements started arriving. Once that happened, I figured the level was winnable. But the reason I haven't won yet is that the level pretty much ends at the 20-minute mark. I can takeover all 6 pads within 20 minutes without too much difficulty. Once it hits 20 minutes, it runs through a whole series of dialogs that basically ends up with "oh my god, they're everywhere" or something like that, and instantly ends the level. The first time this happened, I thought an enemy had taken over a pad when I wasn't paying attention. I've played it two or three more times since then, and each time it quits at 20 minutes. I am experiencing this problem, too, when using version 19 (the latest one). Has it been fixed? Thanks. |
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hpmoon WI Forum Novice Joined: 12 Apr 2004 Posts: 6 Location: Washington, D.C. |
hpmoon wrote: BSlickOH wrote: Oh, mission 4. Forgot that I hadn't won that one yet. The premise is fine, although when the level begins initially, I thought you were joking regarding how much I would have to do with so little forces available. Seems like I lost nearly everything against the first set of towers and vehicles that I had nothing left with which to go after the pads. Tried again, more carefully this time, succeeding in taking a pad, and then the reinforcements started arriving. Once that happened, I figured the level was winnable. But the reason I haven't won yet is that the level pretty much ends at the 20-minute mark. I can takeover all 6 pads within 20 minutes without too much difficulty. Once it hits 20 minutes, it runs through a whole series of dialogs that basically ends up with "oh my god, they're everywhere" or something like that, and instantly ends the level. The first time this happened, I thought an enemy had taken over a pad when I wasn't paying attention. I've played it two or three more times since then, and each time it quits at 20 minutes. I am experiencing this problem, too, when using version 19 (the latest one). Has it been fixed? Thanks. Again, I have reached a point just like the quote above where there is no possible way to finish Mission Four. If anyone has any ideas, please let me know! According to this thread, the author meant to fix it but it doesn't look like that ever happened. |
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hpmoon WI Forum Novice Joined: 12 Apr 2004 Posts: 6 Location: Washington, D.C. |
Are we dead here?
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Verdagon Veteran Member Joined: 05 Oct 2003 Posts: 1047 Location: San Luis Obispo, CA |
Almost. I can't figure out the bugs in level 4, i think I might just remake it as a different layout...
and level 5 is just being rebuilt. But I just cant find the time... im conce ntrating on school and learning to program |
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jk1766 WI Forum Novice Joined: 19 May 2004 Posts: 2 |
I'm a bit new at downloading these new versions of the Warfare game. Can anyone give me a step - by - step? I have an iPaq 3900 series.
Thanks, Joe |
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Verdagon Veteran Member Joined: 05 Oct 2003 Posts: 1047 Location: San Luis Obispo, CA |
For an ipaq... I'm not sure, cuz i have a different ipaq, but here goes:
Install the newest version of warfare. Connect the ipaq to the PC, run activesync. Download a .pdb file, put it inside the same dir as warfare. Thats all. News: Level 4 has been fixed! Level 5 is almost done being revamped! |
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Verdagon Veteran Member Joined: 05 Oct 2003 Posts: 1047 Location: San Luis Obispo, CA |
Okay, everything is done. 4th and 5th are now beatable!
Enjoy, everyone! Thank you all for your suggestions and comments! |
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Verdagon Veteran Member Joined: 05 Oct 2003 Posts: 1047 Location: San Luis Obispo, CA |
Oh my fugging god! have any of you played level 5 yet?????? its nearly impossible! here were my stats:
Enemy Units Destroyed: 2871 Enemy Buildings Destroyed: 36 Friendly Units Lost: 1318 Credits Acquired: 374025 Credits Spent: 369944 Elapsed Time: 3:00:56 I'm definitely going to make this game easier!!! I'll post the current one as a standalone mission though. First one to beat it besides me gets to have his/her name in the credits. I'll post it later, right now its two in the morning. I've been playing too long. THREE FRICKIN HOURS!!! And I didn't take any potty-breaks or anything! Three hours of staring at a little zodiac LCD. Damn that is one intense level! Sorry I'm rambling, but after all three hours of painful attacking, strategizing, and defending, and sacraficing, this is a really big accomplishment!!!!!! |
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ryker WI Forum Novice Joined: 04 Jun 2004 Posts: 3 |
Help .. I have been playing level 5 for solid 4 hours with more than 3,000 enemy units destroyed but still couldn't beat this level ..
I even built new HQ location at top right protected with tens of towers still the enemy units appeared never ending .. Is there a bug or something wrong with this level? Please share your strategy to beat this level ... |
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Verdagon Veteran Member Joined: 05 Oct 2003 Posts: 1047 Location: San Luis Obispo, CA |
This is not a bug. It took me thousands of units to get past it myself, and took three hours. I threw it in as a challenge...
But if it's too hard and if everyone wants it, i'll make an easy setting. Should I do that? |
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ryker WI Forum Novice Joined: 04 Jun 2004 Posts: 3 |
Any specific strategy to beat this level? or just waiting at three entry points at the bottom and wipe all the incoming enemy units?
I have destroyed thousands of enemy units, still never ending .. Thanks |
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UGMC Mega-Poster Joined: 03 Jun 2004 Posts: 348 Location: my own little world |
I downloaded these levels, but I still think they are too hard, especially #5 which I absolutely cannot beat. Can you make it easier?
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Verdagon Veteran Member Joined: 05 Oct 2003 Posts: 1047 Location: San Luis Obispo, CA |
ryker, there's a pretty good strategy. Here it is:
At first, build up your defenses in the three choke points. Then, make a huge cluster of rocket towers in the small mountain west of your base, and put andy in them (trap him in there, cuz he keeps on trying to get out). Build a huge army, and just charge up the left side, until you get to a mountain on the northwest (north of the mountain you have rocket towers on). It has two entrances, on the upper-right and the bottom. Usually it's best to charge through the upper right and sweep into it. Most likely you'll lose it a couple of times, but keep trying to secure it. Build a base in there, make a lot of rocket towers and rocket troopers and keep them coming. After all, you do have an unlimited supply of galaxite. From here, put cyclopses all along the northern edge of that mountain to snipe the units below. Charge with huge forces and break through; once you get to the top left corner you win. Another good strategy is just to charge up the right side, turn left, and go straight on through with brute force. UGMC, don't worry. I'll make an easier version. |
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ryker WI Forum Novice Joined: 04 Jun 2004 Posts: 3 |
Yeah Yippie .. At last beat level 5 ..
One good strategy I came up with was to divert all enemy units to the bottom right choke point by building power generators on the roads to other choke points (to be able to do this, first you have to settle a base nearby the road you want to block) .. the enemy units will not attack the power generator (they simply continue their way to bottom right choke point) if there is other thing to attack i.e. the choke point at bottom right .. build your defences (many many rocket and gatling towers) at this choke point .. then slowly move up all your units to top left .. build a base at the top left mountain (just below the enemy base) and build many many units cyclops and rocket troopers until there is lots of units waiting at the top left then sell (will destroy) the power generators blocking the way to top right and attack with full force .. once you are in top right area just send few units to cross parallel wall at the enemy base .. and you win .. Wow .. 4 more hours spent .. to beat this level .. but really felt it as an accomplishment .. |
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hpmoon WI Forum Novice Joined: 12 Apr 2004 Posts: 6 Location: Washington, D.C. |
Damn, I finally finished the buggar too. It was frustrating for the usual reasons: Like most of the other "Return of Fox" levels, the objective is not clear at all, so you can go on playing for an eternity. (It turns out that you have to get any of your objects, just a single thing, up to the top of the screen, referred to at the end as "breaching the wall.") Also, I'm not a fan at all of chunks of thirtysomething enemy units appearing out of thin air ad infinitum.
Anyway, here's my alternative strategy to those that have been mentioned: Build a base just below the very top of the screen, just below the endlessly appearing and re-appearing mass of enemy units. Then, build a few rocket or gatling towers inside enemy territory, to the left of the mass. This distracts the enemy to move leftward. Storm that mass with as many of your own as possible, from the right. Then, place Andy, with any one of your other items alongside, in the little cubby crevice (canyon) at the top of the screen just to the right and above the mass. When your horde dies out (because, yes, the supply of enemies is infinite), let the mass empty out of the magic reappearance spot as much as possible before the next one pops into thin air. Send out the decoy that's next to Andy down and to the right. Storm Andy as fast as hell down the canyon, left and then up to the top of the screen. You win! Let me know, anyone, if this works for you. The big challenge is to stop Andy from getting involved in the bloody slaughter below him as he watches from the northern canyon. |
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Verdagon Veteran Member Joined: 05 Oct 2003 Posts: 1047 Location: San Luis Obispo, CA |
hpmoon wrote: Damn, I finally finished the buggar too. It was frustrating for the usual reasons: Like most of the other "Return of Fox" levels, the objective is not clear at all, so you can go on playing for an eternity. (It turns out that you have to get any of your objects, just a single thing, up to the top of the screen, referred to at the end as "breaching the wall.") Also, I'm not a fan at all of chunks of thirtysomething enemy units appearing out of thin air ad infinitum. Anyway, here's my alternative strategy to those that have been mentioned: Build a base just below the very top of the screen, just below the endlessly appearing and re-appearing mass of enemy units. Then, build a few rocket or gatling towers inside enemy territory, to the left of the mass. This distracts the enemy to move leftward. Storm that mass with as many of your own as possible, from the right. Then, place Andy, with any one of your other items alongside, in the little cubby crevice (canyon) at the top of the screen just to the right and above the mass. When your horde dies out (because, yes, the supply of enemies is infinite), let the mass empty out of the magic reappearance spot as much as possible before the next one pops into thin air. Send out the decoy that's next to Andy down and to the right. Storm Andy as fast as hell down the canyon, left and then up to the top of the screen. You win! Let me know, anyone, if this works for you. The big challenge is to stop Andy from getting involved in the bloody slaughter below him as he watches from the northern canyon. I'm glad that you two were able to finish. And hpmoon, thank you for the suggestion on making the objectives clearer. Imma do that. I'm thinking of adding a few more levels to the campaign. Any suggestions? They have to fit in with the story. PS. ryker, what you said about it being a real accomplishment... I know how you feel! I started at 9 o clock one night and ended at about 12:15. My friends were sleeping over... we celebrated all night that someone was finally able to beat it! That was so exciting, finishing them off. And this wasn't the easy version, like in the campaign. This was the hard version! |
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Verdagon Veteran Member Joined: 05 Oct 2003 Posts: 1047 Location: San Luis Obispo, CA |
I took the suggestions. Version 27 now has clearer objectives on every level. Level 5 now has difficulty support.
Any ideas for adding levels to the campaign? My original plan was to have 10 levels in this campaign, but 4 of the levels (The ones that aren't here) were built around the same concept, but unfortunately that concept will never work. I really wanted to have a long campaign. So any ideas? |
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UGMC Mega-Poster Joined: 03 Jun 2004 Posts: 348 Location: my own little world |
I really like your campaign. By the way, you know that picture at the very start of this firum? Are you in computer graphics or something?
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Verdagon Veteran Member Joined: 05 Oct 2003 Posts: 1047 Location: San Luis Obispo, CA |
No, I'm not in any classes or anything... I just love making pictures with fireworks. There's more on my site (link in my signature)
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Verdagon Veteran Member Joined: 05 Oct 2003 Posts: 1047 Location: San Luis Obispo, CA |
Any ideas for the campaign?
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Verdagon Veteran Member Joined: 05 Oct 2003 Posts: 1047 Location: San Luis Obispo, CA |
Any at all? ... Cmon I have nothing to do here!
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UGMC Mega-Poster Joined: 03 Jun 2004 Posts: 348 Location: my own little world |
I think I need to play through the campaign again. I originally started with a really old version from March or something, but recently I downloaded the new one. I haven't played it through since then. Anyway, you know OMNI wall? Talk about Extreme Makeover: Warfare Incorporated edition! The new one's quite a bit easier!
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arcangel WI Forum Novice Joined: 08 Jul 2004 Posts: 1 |
Level 4: i can finish, I take the Pads (in 19:30 minutes!), then I Gone to Destroy to HQ, and She say something like "Ho acme is here... blablabla replicator" and i Can Pass... I need let tank in the Pads?, or a can let alone?... Please help me.... Arcangel |
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Verdagon Veteran Member Joined: 05 Oct 2003 Posts: 1047 Location: San Luis Obispo, CA |
Not sure if I understand your question... can you explain?
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kayaker WI Forum Novice Joined: 20 Apr 2004 Posts: 5 |
Back before the new version I was able to win level one (Andy's Crash). The new one seems to be a lot harder. I've tried for hours and hours and finally got a good jumping off point through saving games where I completed the mission once. My best and longest success comes from setting up shop near the enemy portal, due south of the crash site. Towering that port and then branching over to the east port, towering and holding until the new recruits show up. Then I'm (when I haven't already lost) able to send troops and conversion infantry to capture and set up shop in the SE corner, steal, mine and attack until I can get to the SW headquarter. Anyway it has only worked once, and only after hours of trial and error off of an exceptional save.
So who has completed the board, and how? I want some spoilers! I bet I have 100 hours invested and I'm sick of loosing. Please!! |
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crzybill Developing Poster Joined: 31 Aug 2004 Posts: 12 Location: West Coast |
HEY! I've been playing level one for way too long and can't get passed it. Looks like folks in earlier versions could win it, but the version here, that I've downloaded, is just incredibly tough to even get passed the first level. I'm completely frustrated and think that you've gone too far - either post some hints or stop the bloody spawning! No matter what I've tried, I can't beat level one because those units just keep appearing!
Even reducing it to the "easy" setting does no good! This sucks! Either give some hints, reduce the spawning or kiss my A@@! |
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Verdagon Veteran Member Joined: 05 Oct 2003 Posts: 1047 Location: San Luis Obispo, CA |
Well crzybill, I don't think I want to help anyone who thinks my level sucks. You could at least have said "please".
Search the forums. I waste no time on you... |
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crzybill Developing Poster Joined: 31 Aug 2004 Posts: 12 Location: West Coast |
It's not that the level sucks, what sucks is that its just too darn hard - I've tried just about every tactic I can think of, looked around here and tried all the suggestions, and still can't beat the thing. I don't mind a challenge, but I do mind levels that are so tough that people like me can't beat them. I've won the original game, I've won the Return of Fox and a couple of other levels at the normal setting.
So, as far as I'm concerned, tough levels are cool. Seemingly unbeatable levels suck. So far, this level sucks that way. Frankly, I left the last post when I realized that every one of my saved game blocks was filled with the first level of this series, in my several attempts to get it done, and I was (and still am) extremely frustrated with what you have created. Neat scenery, etc. doesn't make the game fun to play. Any game should be that way - tough, yes, but not overwhelmingly so. I think you've overdone it here. |
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crzybill Developing Poster Joined: 31 Aug 2004 Posts: 12 Location: West Coast |
When I was listing the missions I've managed to beat, I goofed and put this one as one that I've beat - geez, oops, no, that's not right!
Original missions - OK, played a few times. Hell's Pass - fun to play over and over again. Final Strike - Fun to play over and over again. Your mission, can't get past the first level, no fun to play... That's it in a "nutshell" |
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Verdagon Veteran Member Joined: 05 Oct 2003 Posts: 1047 Location: San Luis Obispo, CA |
Okay, i see. Hold on, let me dig up my walkthrough...
try this link, it has strategies to beat all my missions... http://www.verdagon.com/wi/WI/03Walkthrough01ReturnFox.php |
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crzybill Developing Poster Joined: 31 Aug 2004 Posts: 12 Location: West Coast |
That helps a bit, but I've tried the tactic of building towers and leaving Andy to help defend the hill, but...
I was wondering, does anything stop the units from spawing in the sw corner or the east edge? I've tried timing things so that I can sweep into the base, but as I do, either my timing is off, and the spawned units come in a cream out my forces, or I'm in the process of wiping out the base and the spawned units just keep chasing me down. I run out of galaxite before I can finish the base off, and of course trying to bring Andy down only means that the spawns chase you around the board until Andy dies... Any further suggestions???? |
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Verdagon Veteran Member Joined: 05 Oct 2003 Posts: 1047 Location: San Luis Obispo, CA |
Well I find it helps just to wait outside their base with a maxed out army, and when their wave is done, charge into the base. You'll cream about half of it, then get countered by their army. Just repeat the process until you win.
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crzybill Developing Poster Joined: 31 Aug 2004 Posts: 12 Location: West Coast |
Well, I'm getting better at it, I've been able to cream about 1/2 the base before I run out of galaxite and can't stop the waves. Do you concentrate on building armor in its many forms or infantry, or both? Do you have to destroy ALL of the buildings/towers? Not to take away anything, but I'm still not making it to the next level. I'm not looking for a short cut per se, but at this point I'll take anything to get past this mission!
I've tried massing a force on the left of the map, but the spawned units seem to target them before they target the base. Makes it tough to really mass up any amount of troops... Any other suggestions? I'll keep trying and let you know again. Tough freekin mission man! |
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Verdagon Veteran Member Joined: 05 Oct 2003 Posts: 1047 Location: San Luis Obispo, CA |
Hmm... Didn't know it was that tough. I guess the right strategies go a long way
Anyway, try building up that basic defense: The arc of towers INSIDE your base, arching around the entrance, and Andy on the side to snipe down cyclopses. When the enemy spawns, take care of him with your defense and THEN charge in with your force. |
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LordThunder WI Forum Novice Joined: 13 Oct 2004 Posts: 3 |
I can't get by the first mission. Now matter how hard I try to build up my stuff, too many enemy come after me, i can't get anything going on it. Am I doing something wrong or is it unwinable?
thanks |
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crzybill Developing Poster Joined: 31 Aug 2004 Posts: 12 Location: West Coast |
Well, I've tried the suggested strategies, and am on probably my 20th or 30th try - on the FIRST LEVEL ONLY. I'm giving up.
Take this series and, well, make it a little simpler. Not much, but if people playing the games you've created can't get past the first level, how do you expect them to come back for more? I mean, I like what I see, but I'm really tired of not getting past this level and your only answer is that "the right strategies go a long way". I've tried your suggestions, I really have! If I mass an army, and try to have it wait anywhere but near Andy's hill, the spawned units go right to them and fight it out. Usually that leaves me with not much or nothing left to try and finish off the base. If I try to take Andy with a group, everything keys on Andy and follows him to the death. I build the towers and keep Andy back to fight each wave. I send my armour out as soon as the waves let up, but even using faster units, the spawns hit me before I make much headway. All the while, I'm running out of minable galaxite! If I try to build an HRC and make raiders, I don't last! I like the level, that's why I've played so much trying to win. I've come close, if close counts killing all the stationary units and still having power centers and towers and storage to destroy. But by that time, the spawns are starting to win! In this situation, it appears that there is only one strategy to win. Average players can't find it, and I'll bet there are a lot of players that have downloaded this series but don't have the balls to stick their opinion in here. I can't even win the first level on an easy setting. By your making this one so tough, you discourage me from wanting to mess with any other set of levels you have created. Can you tell I'm frustrated? I sure hope so. I can only hope that you will take a moment to re-evaluate what you've done here, and maybe, just maybe, give the average players a chance to enjoy your creations instead of causing frustration... |
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Verdagon Veteran Member Joined: 05 Oct 2003 Posts: 1047 Location: San Luis Obispo, CA |
crzybill wrote: Well, I've tried the suggested strategies, and am on probably my 20th or 30th try - on the FIRST LEVEL ONLY. I'm giving up. cool. Quote: Take this series and, well, make it a little simpler. Not much, but if people playing the games you've created can't get past the first level, how do you expect them to come back for more? Well, this isn't a business. I'm not selling anything! I'm doing a favor to Spiffcode by making levels to them. It's not like I need people to play it... and besides, this is MY level, that I've worked on MYSELF. I don't have to do what you say. I am not making levels to fit the public's demands! Quote: I mean, I like what I see, but I'm really tired of not getting past this level and your only answer is that "the right strategies go a long way". Only answer? Read previous posts... I gave you the perfect strategy, which I have used to beat every version of every compilation of this level. Quote: I've tried your suggestions, I really have! If I mass an army, and try to have it wait anywhere but near Andy's hill, the spawned units go right to them and fight it out. Usually that leaves me with not much or nothing left to try and finish off the base. If I try to take Andy with a group, everything keys on Andy and follows him to the death. I build the towers and keep Andy back to fight each wave. I send my armour out as soon as the waves let up, but even using faster units, the spawns hit me before I make much headway. All the while, I'm running out of minable galaxite! If I try to build an HRC and make raiders, I don't last! I like the level, that's why I've played so much trying to win. I've come close, if close counts killing all the stationary units and still having power centers and towers and storage to destroy. But by that time, the spawns are starting to win! In this situation, it appears that there is only one strategy to win. Average players can't find it, and I'll bet there are a lot of players that have downloaded this series but don't have the balls to stick their opinion in here. I can't even win the first level on an easy setting. By your making this one so tough, you discourage me from wanting to mess with any other set of levels you have created.[quote] Once again, I never asked you to play my mission! The average user will play the mission he likes. If you hate this mission so much, don't play it, and leave this thread alone! This thread isn't for complaining about my mission. It's for giving strategies. [quote]Can you tell I'm frustrated? I sure hope so. Yes, I can tell you've been frustrated from the start. I've thrown all the suggestions I had at you, but you still don't appreciate the help. Quote: I can only hope that you will take a moment to re-evaluate what you've done here, and maybe, just maybe, give the average players a chance to enjoy your creations instead of causing frustration... I have given them the chance. All the other "average players" enjoy it! I've heard it myself. Many people instant message me to congratulate me on the success of my mission, and ask me to play. So I don't think that many players have difficulty with this mission... and if you do, simply play another mission! It's not that hard to go to the download section, download a random map, and enjoy it! |
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crzybill Developing Poster Joined: 31 Aug 2004 Posts: 12 Location: West Coast |
Hey, if you don't like criticism, don't build missions!
Look, I think your mission is nice but unbeatable. You disagree. We agree to disagree. Frankly, I'm not one to back off just because you don't like it. I've seen other posts by other players that are also having trouble with the mission. You've got your IM's to back you up. Contrary views are OK. As to this being your mission, yep, it is. But, as with any other forum, you post it, you should be able to take the criticism with the good. I'm a blunt person and not about to change. I have downloaded other missions, and will avoid yours in the future. I wouldn't want to make you uncomfortable with my complaints... By the way, I haven't seen anyone other than you telling me to "shut up" its a good mission pack. And if I did now, I'd suspect that you put them up to it.... Good luck - sincerely. Just remember that there are people like me out here that have the balls to voice their opinion whether anyone wants to listen or agree, and I, for one, won't stop what I feel is right. I will agree to disagree with you about this mission pack, and leave it at that. |
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Verdagon Veteran Member Joined: 05 Oct 2003 Posts: 1047 Location: San Luis Obispo, CA |
crzybill wrote: Hey, if you don't like criticism, don't build missions! I have every right in the world to make missions, and they don't have to live up to your expectations. Quote: Look, I think your mission is nice but unbeatable. You disagree. We agree to disagree. Frankly, I'm not one to back off just because you don't like it. I've seen other posts by other players that are also having trouble with the mission. You've got your IM's to back you up. Contrary views are OK. As to this being your mission, yep, it is. But, as with any other forum, you post it, you should be able to take the criticism with the good. I'm a blunt person and not about to change. I was taking your suggestions, until you started saying the level was bad. After that, I'm not going to take it. Quote: I have downloaded other missions, and will avoid yours in the future. I wouldn't want to make you uncomfortable with my complaints... That's okay. A normal person avoids missions of the creator he doesnt like. Quote: By the way, I haven't seen anyone other than you telling me to "shut up" its a good mission pack. And if I did now, I'd suspect that you put them up to it.... I'm not evil... just mad. lol Quote: Good luck - sincerely. Just remember that there are people like me out here that have the balls to voice their opinion whether anyone wants to listen or agree, and I, for one, won't stop what I feel is right. Go and make your own missions, if you feel the users need "Easy" ones. My level's fine the way it is. Quote: I will agree to disagree with you about this mission pack, and leave it at that. Sure |
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LordThunder WI Forum Novice Joined: 13 Oct 2004 Posts: 3 |
Ok, i have been playing level 4 for a while, in fact, i can get all the pads with like 3 minutes to spare, but once I start to attack, the message pops up saying they are everywhere, and that the mission was failed. I have version 27. I like the missions so far. I did everything I thought I was suppose to do, but can't win.
I have played where I left my soldiers on the pads, i also played where I left no one on the pads, doesn't matter, same outcome, I still lose, but have control over all 6 of the pads. TIA. |
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Verdagon Veteran Member Joined: 05 Oct 2003 Posts: 1047 Location: San Luis Obispo, CA |
Mission 4 is very screwy a few times it decided to work for me, sometimes it didn't. I would look over it again but I lost the sources to levels 4 5 and 6 in the "Great Format of '04"
Sorry about that. Just skip it... |
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LordThunder WI Forum Novice Joined: 13 Oct 2004 Posts: 3 |
The "Greate Format of '04"...lol.....I guess I don't need to ask more....btw, your levels are very well designed and tough...great work....
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Verdagon Veteran Member Joined: 05 Oct 2003 Posts: 1047 Location: San Luis Obispo, CA |
Thanks!
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qaare WI Forum Novice Joined: 13 Feb 2005 Posts: 2 |
I read this thread all the way through (took me like 30 mins.) and I LOVE your levels. but as you couldn't at first, I can only beat the second mission but none of the others. Btw, check out mine! It is in the thread called-
|0| Sticky-NEW MEMBER=NEW MISSIONS! |
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rivaldo WI Forum Novice Joined: 04 Apr 2005 Posts: 4 |
hi guys,
I just registered, but I visit the site for some month already. I think I played nearly all singleplayer missions and it's simply a great game. some of the missions were very entertaining. I couldn't complete some missions and now I try verdagons VMP missions again. level 2 was the only one I completed. but now I played the incredible difficult level 1 over and over again and I think I will complete it soon. did anyone manage level 1 yet? I wiped out the complete east, took over the warehouses there and still have a bit galaxite left in the east. I also took out some buildings in the west and just have to deal with the waves that pop up in the middle of the very east. towers r also quite important in this mission. if I read correctly till now nobody has done this level. cool layout and very tough. |
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Seong Donevan WI Forum Novice Joined: 04 Apr 2005 Posts: 1 |
I downloaded several files like *&#$%@.php but it doesn't work in my pocket pc. Is there anybody who can help me? |
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justaj74 WI Forum Novice Joined: 12 Apr 2005 Posts: 1 |
why does this keep having me download a .php file i need a file .pdb
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dancer402 Mega-Poster Joined: 12 Feb 2005 Posts: 294 Location: Monument CO |
press save as and the do .pdb I think that it takes up less space
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Verdagon Veteran Member Joined: 05 Oct 2003 Posts: 1047 Location: San Luis Obispo, CA |
Each level was meant to have its own strategy. I can't tell you what they are though, that would ruin the fun =). But I'll give you a hint: Use tactics that a real general would use.
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scoobie WI Forum Novice Joined: 17 Aug 2005 Posts: 6 |
Wow, this is wild! Okay, I need some help......I can't even get past the first level (Andy's Crash) after more than 4 hours of play. With so many reds coming after me, I can't keep up.
What am I not doing correctly?? Scoobie |
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scoobie WI Forum Novice Joined: 17 Aug 2005 Posts: 6 |
Ummm.......anyone here?
Verdagon?? I could really use some help, if someone has the time. Scoobie |
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Verdagon Veteran Member Joined: 05 Oct 2003 Posts: 1047 Location: San Luis Obispo, CA |
It's been a long time since I've played this
I don't remember exactly how to do this, my suggestions are just to use rocket towers and rocket troopers (I find this to be a very effective combination) and keep tower-pushing downwards... and if you use Andy, be VERY careful, use him only when theres no liberators or guards around. These levels were built with a certain strategy in mind; over time i've realized that not everyone uses that strategy... -.- sorry bout that. If you need more advice, I can try to help you on AIM (LtSeasel) or YIM (Verdagon). |
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Planet_Destroyer WI Forum Novice Joined: 25 Aug 2005 Posts: 9 Location: NY |
hey verdagon. I was reading about pvers. and i had a question bout unlocking missions. Do the pvers. stay, or do they reset after you close WI? cuz if they don't reset, could you not set the to be unlocked mission to start only if a pver. from evey level was on, like a perminent switch?
and to make it so a user couldn't open it, make a trigger that ends the mission at the beginning if the user had not completed all the previose missions. just wonderin. trying to incorperate it into my mission pack. Planet Wars. have you played it? |
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Verdagon Veteran Member Joined: 05 Oct 2003 Posts: 1047 Location: San Luis Obispo, CA |
Persistent variables do in fact stay. They persist through saves, turning off, exiting, all that junk. Otherwise, nothing would work
Using them to make the user play sequentially is a very good idea |
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tammasus WI Forum Novice Joined: 16 Feb 2006 Posts: 1 Location: México |
Wowww, was the first level hard!! damn!. Loved the story, but it kind of looses a lot of difficulty along the way. Even the last level was so friggin easy. But great job!. Waiting for the return of Fox.
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rbinny WI Forum Novice Joined: 20 Feb 2006 Posts: 1 |
Help... just can't do level one!... just too many of the little red blighters. No amount of rocket towers and tanks seem to do the trick. Any suggestions gratefully received.
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movista WI Forum Novice Joined: 29 Jan 2008 Posts: 1 Location: Texas |
Looks great so far, but why the profanity? It adds nothing to the story. I hate to have to delete it, but my 12 year-old likes to play, too.
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Verdagon Veteran Member Joined: 05 Oct 2003 Posts: 1047 Location: San Luis Obispo, CA |
I put profanity in it...? Must've thought it'd add to the feel. Sorry.
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